/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
Called after a level script blueprint is changed and nodes should be refreshed for it's new level script actor
static void FixLevelScriptActorBindings ( [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor) * LevelScriptActor, const class [ULevelScriptBlueprint](API\Runtime\Engine\Engine\ULevelScriptBlueprint) * ScriptBlueprint )